Balance at different stages of the game.

Crumbling EgoCrumbling Ego Join Date: 2012-10-30 Member: 164692Members
I feel like each stage of the game should favor one side over the other. It already happens to an extant, but I would like to see it become much more extreme. To that end;

Start game: The marines would have an absolute advantage. Skulks would be both slow and weak, and marines would win almost every engagement. However, this dominance would not last.

2-5 minute: The aliens would research their hive type of choice, which would have an impact for the entire game. Skulks would fundamentally change based on the first hive type, with crag hives increasing their life, shift hives increasing their base speed, and shade hives silencing them, while also constantly distorting the skulk. The marines would grab vast amounts of territory, but then they would have to fight hard to hold ground against the suddenly powerful skulks. Other lifeforms would only be changed with upgrades, as it is now. Very Alien biased.

5-9 minute: The appearance of marine upgrades puts them on even footing with the aliens, as shotguns, armor, and mines allow them to retake lost territory. However, the second hive, coupled with the hatching of the lerks would act as the alien's counter. This period would be relatively even.

9-12 minute: The marines getting either powerful weapon upgrades or the prototype lab gives them the advantage. The appearance of Fades at this point allows the aliens to retain a fighting chance. Biased towards marines, but not too much.

12-18 minute: The Onos hatch, making a vast push on marines. With Exosuits and good positioning, the marines would hold through, but it would be biased towards aliens.

16---: The aliens and marines would attain full upgrades, being on equal footing. With gorge tunnels buffering the Onos's mobility, and the marines gaining access to the HMTS*, this period would be very even, though early advantages would carry through.

*HMTS: A sort of transport bay, where it would act as a sort of extremely expensive heavy phase gate, capable of transporting Exos, ARCs and MACs. It would act as a sort of reverse IP, unmaking the object before remaking it at the destination. It would take different amounts of time based on the object, with MACs going through in less than a second, ARCs taking around 3 seconds each, and Exos going through at 7 seconds. They would cost around 30 per, researchable at the Proto lab for 20.

Sign In or Register to comment.